Esempio n. 1
0
 public World(Vector2Int tableSize, CellTypeBank ctb)
 {
     this.OnWorldChange = null;
     this.CellTypeBank  = ctb;
     this.TableSize     = tableSize;
     CurrentTable       = new CellTable(this.TableSize, CellTypeBank.GetDefaultCellType());
     NextIterationTable = new CellTable(CurrentTable);
     Delta = new HashSet <Vector2Int>();
     Steps = 0;
 }
Esempio n. 2
0
        public CellTable(CellTable ct)
        {
            Size            = ct.Size;
            DefaultCellType = ct.DefaultCellType;
            Cells           = new ExistingCell[Size.X, Size.Y];

            for (int i = 0; i < Size.X; i++)
            {
                for (int j = 0; j < Size.Y; j++)
                {
                    PlaceCell(new Vector2Int(i, j), ct.Cells[i, j].CellType);
                }
            }
        }
Esempio n. 3
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 public void RestoreSnapshot(CellTable memento)
 {
     lock (this)
     {
         Delta.Clear();
         CurrentTable       = memento;
         NextIterationTable = new CellTable(this.TableSize, memento.DefaultCellType);
         for (int i = 0; i < TableSize.X; i++)
         {
             for (int j = 0; j < TableSize.Y; j++)
             {
                 Delta.Add(new Vector2Int(i, j));
             }
         }
         Steps = 0;
         ApplyChanges();
     }
 }
Esempio n. 4
0
        public event System.EventHandler <DrawWorldArgs> OnWorldChange; //Observer pattern

        /// <summary>
        /// Step for a simulation.
        /// </summary>
        public void Step()
        {
            lock (this)
            {
                Stopwatch t = new Stopwatch();
                t.Start();
                //Step and execution of all rules
                for (int i = 0; i < TableSize.X; i++)
                {
                    for (int j = 0; j < TableSize.Y; j++)
                    {
                        CurrentTable.Cells[i, j].ExecuteRules(this);
                    }
                }

                //Clears up all naive changes that turned out not to change anything
                HashSet <Vector2Int> CellTypeChange = new HashSet <Vector2Int>();
                foreach (Vector2Int change in Delta)
                {
                    if (CurrentTable.Cells[change.X, change.Y].CellType != NextIterationTable.Cells[change.X, change.Y].CellType)
                    {
                        CellTypeChange.Add(change);
                    }
                }
                Delta = new HashSet <Vector2Int>(CellTypeChange);

                //Sets up next iteration and sends all changes to the view
                CurrentTable       = NextIterationTable;
                NextIterationTable = new CellTable(CurrentTable);
                Steps++;
                ApplyChanges();
                t.Stop();

                //TODO: DEBUG MODE
                //Console.WriteLine("Model has been updated in " + t.Elapsed.TotalSeconds + "s");
            }
        }
Esempio n. 5
0
 //We don't use original world because other components may modify it without our knowledge
 public DrawWorldArgs(World world)
 {
     CellTable = world.CurrentTable;
     Delta     = new HashSet <Vector2Int>(world.Delta);
     Steps     = world.Steps;
 }